Difference between revisions of "Team Combos"

From gdp3
Jump to: navigation, search
Line 16: Line 16:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
Designing [[Team Combos]] have similarities to designing [[Combos]] but for temporary or permanent [[Teams]] in [[Multiplayer Games]].
  
 
[[Timing]]
 
[[Timing]]
  
[[Teams]]
 
  
 
[[Goal Achievements]]
 
[[Goal Achievements]]
Line 25: Line 25:
 
[[Avatars]]
 
[[Avatars]]
 
[[Units]]
 
[[Units]]
[[Combos]]
 
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
 
[[Characters]]
 
[[Characters]]
 
[[AI Players]]
 
[[AI Players]]
[[Multiplayer Games]]
 
 
[[Single-Player Games]]
 
[[Single-Player Games]]
 
[[Collaborative Actions]]
 
[[Collaborative Actions]]
Line 42: Line 40:
  
 
== Consequences ==
 
== Consequences ==
 +
Rather obviously, [[Team Combos]] are a way of having [[Combos]] in games.
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Combos]]
 
[[Combos]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Multiplayer Games]],
 +
[[Teams]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 20:57, 16 March 2011

Sets of actions performed by several different players that trigger additional effects than those that occur due to the individual actions.

By synchronizing their activities in games players can often manage to affect game states in ways they would not be able to do individually. These activities are called Team Combos since they either were coordinated by actual teams or can be perceived by others as if they were working as a team.

Examples

Playing survivors in the Left 4 Dead series typically require some coordination that can be perceived as Team Combos, e.g. one player covering another which is healing a third or one player making a Tank infected follow him or her while the others attack it. However, playing infected against teams of humans requires more coordination to make full use of the special abilities available, e.g. the damaging spit that spitters can place is easily avoided by a survivor unless he is held in place by an attack from a charger or hunter.

The various classes in Team Fortress 2 are built to support each other, e.g. medics can make another player invulnerable with an ÜberCharge after some preparation and the duo can then perform tasks otherwise impossible. Besides the gameplay advantages this provides, the game promotes people to try and make these Team Combos by providing achievements. Examples of such achievement range from one that require rather little coordination, e.g. Blast Assist awarded if ÜberCharging a Soldier that kills 5 enemies), to those requiring mass coordination, e.g. Group Health (deploying ÜberCharges simultaneously with two other Medics).

Using the pattern

Designing Team Combos have similarities to designing Combos but for temporary or permanent Teams in Multiplayer Games.

Timing


Goal Achievements

Avatars Units Non-Player Characters Characters AI Players Single-Player Games Collaborative Actions Mini-maps Team Strategy Identification

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Rather obviously, Team Combos are a way of having Combos in games.

Relations

Can Instantiate

Combos

Can Modulate

Multiplayer Games, Teams

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern from working on the aesthetic ideal of Camaraderie.

References

-

Acknowledgments

-